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The Tinkering skill does not exist in Golarion. Some of its uses have been subsumed by the Thievery skill. However Golarion does not have the more warlike technological advancements (e.g. rifles and rockets). Guns DO exist but they are in the rudimentary stages of development and are not trusted.

When used to spot something at a distance (DM's call if the bonus is applicable), a spyglass grants a bonus to Perception rolls equal to half the magnification level.

Underwater Breathing Apparatus

100 gp

Water Purification System (Personal)

20 gp + Filter Costs

One filter costs 1 gp and can clean approximately one gallon of water (1 gp per person per day).

Wind-up Toys

1-5 gp

Air Compressor

Cost: 200 gp
Air compressors are large, bulky devices about the size of two large helium tanks. They can fill air cylinders and perform various other tasks (many of which are not useful for most adventurers). Many people who own these will refill air cylinders for the modest price of 1 sp.

Air "Crossbow"

Prof. +3, Damage 1d6, Range 15/30, Price 100 gp, Weight 5 lbCategory: Tinkered Weapon/Crossbow, Properties: Load MinorSpecial Bolts (20): 5 gp, Extra Air Cylinder: 5 gp, Poison Reservoir: 100 gp
This device, which doesn't actually use a string, can fire crossbow bolts propelled by compressed air. The crossbow can hold six specially made bolts at a time in a cylinder design, much like a six-shooter (cylinders can be easily swapped out as a minor action), and is as long as a sawed off shotgun (though considerably bulkier). While this weapon makes it easy to fire several crossbow bolts without having to reload, it isn't overly powerful, and its expense means that it's largely a weapon of the rich, mercenaries, and adventurers. This weapon requires compressed air, and must be refilled every 48 shots. Places with air compressors usually charge a mere 1 sp for a refill.

For an additional 100 gp, the air crossbow can be fitted with a device that can hold up to 24 doses of poison (this device can be added later; it's modular). The poison is applied to any bolt fired, and the poison can be switched on or off as a free action. The reservoir can only holds one kind of poison at a time.

Air Cylinder

Cost: 5 gp
This is a fairly simple device that holds compressed air. It doesn't really do much on it's own, but it can be loaded into an air crossbow or dart pistol to power it. One air cylinder is usually enough to power such a device 48 times (eight cylinders/clips).

Appliance

Cost: 20 gp
Appliances can be anything from a blender to a powered knife that can saw through a turkey with ease. Appliances are not useful in combat (or to most adventurers) but are quite handy to the average household.

Bladeboots

Prof. +2, Damage 1d4, Range —, Price 30 gp, Weight negligibleCategory: Tinkered Weapon/Unarmed, Properties: None
These appear to be ordinary boots at first glance, but they hide spring-loaded blades. They can be extended or retracted as a free action by tapping the boot heel against the ground in a specific way. Bladeboots are difficult to detect, imposing a -10 penalty to any attempt at finding concealed weapons on you unless the searcher specifically looks for the device.

Clock

Cost: 50 gp (small), 100 gp (pocket watch), 200 gp (grandfather clock)
As one might expect, these devices will tell you what time it is. Most towns, even small ones, have at least one grandfather clock (frequently located in the town hall or equivalent) so that the villagers will know what time it is. Most middle class people own a small clock for their own personal use.

Dagger Gloves

As per dagger, but cannot be thrown. Cost 30 gp
These appear to be leather gloves at first glance, but they hide spring-loaded, thin claw-like blades. The claws can be extended or retracted as a free action. The dagger gloves can be wielded as if they were normal daggers. Dagger gloves impose a -2 penalty to any attempt at finding concealed weapons on you unless the searcher specifically looks for the device.

Dart Pistol

Prof. +2, Damage 1, Range 10/20, Price 100 gp, Weight 2 lbCategory: Tinkered Weapon/Crossbow, Properties: Load minorAir Cylinder: 5 gp, Darts (20): 5 gp, Clips: 5 gp
This is a small, gas powered pistol that can fire syringe darts. The darts are primarily for delivering poisons, and do not deal much damage on their own; the darts are loaded in a clip that stores six rounds at a time. The darts have a base damage of 1, but a high ability score modifier (frequently Dexterity) increases the damage normally.

When the dart strikes the target and deals damage, the poison's assault on the victim's Fortitude or Will defense is made with a +4 bonus because of the dart's syringe design. Wolf-Bite, Liquid Agony, and Widowmaker cannot be loaded into the syringe, but they can be applied to the needle itself.

The dart itself does not need to deal damage for the poison to take effect, though it does need to connect.

Unlike the air crossbow, this weapon is fairly quiet and can be quite useful for stealthy infiltrators. It's just a little bit louder than a blowgun (mostly from the sound the metal parts clicking against each other).

Forty-eight shots will deplete an air cylinder. Refilling an air cylinder requires an air compressor; shops that have air compressors will refill an air cylinder for a mere 1 sp.

Expandable Pole

Cost: 10 gp
This device is a ten foot pole with telescoping sections. It can be collapsed to a size of one foot.

Glasses

Cost: 5 gp (basic), 100 gp (precision)
Basic glasses are used for vision correction, and thanks to modern technology they have become cheap enough to be available to most. A high precision version is available also, and grants a +1 bonus to any sort of precise work, such as disarming a trap or carving a jewel.

Mechanical Torch

Cost: 15 gp (basic), 100 gp (deluxe)
This device sheds light like a bullseye lantern. It requires a supply of copper to generate light; one copper piece per hour of use. Up to five copper pieces can be loaded at once. Mechanical torches are not extinguished from excessive winds, but they cannot operate underwater.

The deluxe model can operate underwater, and has a dial that can adjust the light output from the intensity of a candle all the way up to that of a sunrod.

Mrs. Coffee

Cost: 25 gp
When loaded with coffee beans and water, this device will produce approximately one quart of coffee in ten minutes. It has an ominous-looking red button on top which activates the process, and makes all sorts of strange noises while it's working. The coffee, however, is surprisingly good.

Poison Reserve

Damage/range as per weapon, **Cost: 100 gp**
The wielder of a weapon with a poison reserve can release the poison stored in the reserve onto the blade as a free action. The poison reserve can store only three doses of poison at a time. Both conventional and alchemical poisons can be placed in the reserve.

This enhancement can only be placed on some weapons. Daggers and most swords can have it, but weapons with wooden hafts such as axes and most spears cannot.

Spring-out Spike

Cost: 30 gpSpear: Damage/range as per spear; Category: As per spearProjectile: 1d8 damage, Range: 10/20, Category: Tinkered Weapon
As a free action, the wielder of a a quarterstaff enhanced with this mechanism can activate the spring-out spike. This turns the quarterstaff into a spear, or fires a small projectile similar to a crossbow bolt.

Spyglass

Cost: 10 gp (2x), 100 gp (4x), 500 gp (8x), 1000 gp (16x)
These devices range from simple, low powered scopes to high precision devices capable of allowing the user to see far away. More powerful versions are quite expensive and have to be precisely engineered. When used to spot something at a distance (DM's call if the bonus is applicable), a spyglass grants a bonus to Perception rolls equal to half the magnification level.

Underwater Breathing Apparatus

Cost: 100 gp
This device essentially looks like a bulky version of a small scuba tank. Most of the time, goggles, flippers, and a diving knife are included at no extra charge. It contains enough air for thirty minutes, or double that for a small sized creature using a medium sized tank. Refilling this device requires an air compressor; any shop that has an air compressor usually refills any air-powered device for 1 sp. UBA gear can be heavy and cumbersome, and it weighs about thirty pounds on average with a full tank.

Smaller "emergency" versions of UBA gear can be created for easy carrying, but as they still require many delicate parts, the cost is the same. They hold just 5 minutes of air but weigh only five pounds.

Water Purification System (Personal)

Cost: 20 gp + Filter Costs
This device looks like a soup can-sized device (the filtration system) attached to a metal pitcher. The filtration portion has a funnel on top for easy pouring and a pump that forces the water through the filters, cleaning it. One filter costs 1 gp and can clean approximately one gallon of water (1 gp per person per day). This item is particularly handy for adventurers or travelers going to an area where the water quality is questionable, such as swamps. The significant amount of manual labor required, as well as the cost of the filters, makes this device unsuitable for the large-scale cleaning of water.

Wind-up Toys

Cost: 1-5 gp
These small toys can have a wide variety of forms, but are generally no bigger than about one square foot.